void configFace(int i) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(faceInfo[i].angle, faceInfo[i].x, faceInfo[i].y, faceInfo[i].z); gluLookAt(obj[0], obj[1], obj[2], /* "eye" at object */ eye[0], eye[1], eye[2], /* looking at eye */ up[0], up[1], up[2]); positionLights(); }
LightMeter::LightMeter( Sprite* regularPointImg, Sprite* pointFromPartnerImg, Sprite* overTrickImg, Sprite* notAPointImg, Sprite* contractPointImg, Sprite* orbCap, Sprite* orbRedCap, int numLights, int playerNum, const std::string& nilStr ) : m_currentCount(0),m_inverted(playerNum == 1 || playerNum == 2),m_totalCount(0), m_lights(numLights,Light(Vec2(0,0),NOT_A_POINT)), m_regularPointImg(regularPointImg),m_pointFromPartnerImg(pointFromPartnerImg), m_overTrickImg(overTrickImg),m_notAPointImg(notAPointImg), m_orbCap(orbCap), m_contractPointImg(contractPointImg), m_playerNum(playerNum), m_baseSize(32.0f),m_hasBid(false), m_useLights(true), m_nilFailedOpacity(0.0f),m_nilFailIncreasing(true),m_nilFailMode(false), m_font(NULL),m_orbRedCap(orbRedCap),m_nilStr(nilStr) { positionLights(); }
void display(void) { glDisable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); if (dynamicSmap) { smapGenSphereMap(smap); } /* smapGenSphereMap leaves scissor enabled, disable it. */ glDisable(GL_SCISSOR_TEST); glViewport(0, 0, W, H); if (showSphereMap) { glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0, 1, 0, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glBindTexture(GL_TEXTURE_2D, 7); glBegin(GL_QUADS); glTexCoord2f(0,0); glVertex2f(0,0); glTexCoord2f(1,0); glVertex2f(1,0); glTexCoord2f(1,1); glVertex2f(1,1); glTexCoord2f(0,1); glVertex2f(0,1); glEnd(); } else { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDisable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0, 1.0, 0.5, 40.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(eye[0], eye[1], eye[2], /* eye at eye */ obj[0], obj[1], obj[2], /* looking at object */ up[0], up[1], up[2]); positionLights(-1, NULL); drawView(-1, NULL); if (multipass) { doSphereMap = 1; } drawObject(NULL); if (multipass) { doSphereMap = 0; glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthFunc(GL_EQUAL); glEnable(GL_BLEND); drawObject(NULL); glDisable(GL_BLEND); glDepthFunc(GL_LESS); } } if (doubleBuffer) { glutSwapBuffers(); } }